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Update 28: The Resonance Update

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Dear tinkerers,

summer is slowly winding down here in Berlin and I've been wiring away at what is another mechanically dense update that brings some all-new content and lots of fine-tuning.

Welcome to everybody who joined since the last update, and thank you to everybody who keeps posting builds, bugs and ideas.

Two new mechanics headline this one:

NEW: RESONANCE

Resonance is a new module upgrade that plays directly into your Boost builds: Whenever a module with Resonance receives Boost for the first time each turn, it receives an additional Boost.

Resonance is applied by the new module Upgrader: Resonance, which targets a Generator or a Passthrough module on your rack.

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REWORKED: GREASE

  • Grease was bufed from a single charge blocking one debuff to a lasting upgrade that permanently blocks all debuffs and rewards you with Turbo.

  • Grease Canister can now target ANY module on the rack, not just Passthrough modules. Try to use it to get Turbo on Sensors or directly on your Blaster.

  • Grease Canister is now a single-use upgrader like the others and can be found in uncommon.

  • The Greased Amplifier has been pulled from the drop pool. Go grease up whatever you like!

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ALL-NEW MODULES

  • Upgrader: Sensor (rare) Applies Upgrade to a target Sensor module. Sensors finally get their own upgrader. This one is so breakable, go have fun with it.
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  • Turbo Sensor (rare, from the second biome onwards) Generates energy whenever Turbo is applied to a module on this rack. The counterpart to all the Spark Plugs you've been hoarding.
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  • Turbine: Chrono (common / scrap) At the end of turn, if the turn order changed this turn, perform a random Induction. This one replaces the underplayed Chrono Sensor.
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MODULE WORK

  • Rubber Ducky now converts the first Boost on this rack each turn into Turbo without asking you for confirmation. This reduces pop-up windows and interruptions when firing your rack. More dopamine!

  • Spark Plug: Berserk's requirement is relaxed to requiring 3 or less HP (from 2 or less HP)

  • Further work on the module firing sequence and modules waiting for other modules to fire. Still not perfect but getting there. If you're experiencing a broken sequencing, please reach out. I want to get this watertight.

MODULE DROP RATES

[p align="start"]Drop Table balancing continues. As always, tell me where this lands. In Update 27 I have introduced loot pre-filtering if you can even use the offered module, which has raised loot quality (and power level) significantly. I think you'll find the new meta quite enjoyable.

General

  • Loot selections no longer offer you two modules of the same type. Generators, Factories, Magnets, Spark Plugs, Paint Buckets, Turbines, Wind-Up Toys, Passthroughs and Module Enhancers are now exclusive within a single drop.

  • Jack colours on dropped modules are randomised more sensibly. There were some issues with randomizing jack colors on modules with 3 jacks such as the merger. Also, rerolling doesn't offer you the same module with the same jack color anymore.

[p align="start"]Rarity Upshifts / Module Nerfs

  • Exhaust Pipe up to uncommon from common

  • Transmogrifier no longer comes with Replicating in scrap

  • Self-Encrusting Amplifier no longer comes with the free Upgrade in common

  • Amplification Sensor up to legendary from rare. It's a broken module and it should feel like one.

[p align="start"]Rarity Downshifts / Module Buffs

  • Emergency Acceleration Capsule down to scrap from common

  • Grav. Sensor (+) removed from scrap

  • Merger: Durability upshift in common and uncommon

  • Plasma Sensor: Durability upshift in common and uncommon

  • Trauma Sensor loses Overload in common

  • Sensor Amplifier loses Overload in common

  • Crust Magnet: Malfunctioning to Overload in common

  • Freezing Injection, Grav. Suppressor, Grav. Serum and Null Sphere: Malfunctioning to Overload in scrap

UX:

  • Wires now render semi-transparent where they cross a module display, so you can actually read your numbers. Thanks to the Steam reviews that pointed this out.
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  • Camp structures got a small UX pass with reworked arrow and cursors and a little nudge so you better which camp structure you're hovering selection.

  • I reworked rack shakes to a new encompassing system that I can fine-tune in a more detailed way. This will be useful for future visual juice passes.

  • Tooltip property rows and the little charms on your modules now always appear in the same fixed order instead of shuffling around. The order is not perfect yet but this was bugging me for years and I finally came up with a good system for it.

  • Encyclopedia loading now aborts properly when you leave the screen instead of grinding on in the background.

  • New sound when you gain camp material

TECH:

  • Still profiting from last Hotfix's performance work

  • Module's abilities are structured into activated and triggered abilities now. This doesn't do anything right now but might be useful in the future.

BUGFIXES:

  • (Tried to) Fix a hard lock where you can't proceed after defeating the Reactor

  • Fixed a hard lock when a Auto Turret Factory constructs a module onto a full rack

  • Fixed the bestiary counter

  • Fixed a bug with status effects duration when saving and loading

  • Fixed a bug with Eden Zero's wiring when saving and loading

THANK YOU FOR PLAYING ROGUE VOLTAGE

As usual, huge thanks to the amazing Discord-Community, who is extremely helpful and creative to give feedback, post ideas, help brainstorming for new content and report bugs. Everybody is invited, come nerd out with us!

Enjoy wiring up the new version. Let me know what you think in the comments or on the Discord!

All the best from Berlin,

Luca

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